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Hey guys,

hope you understood the topic ^^

I have a problem with door sounds:

Via script i manage to open two large_tau_swingdoors using two buttons.

But when i press one button the sound file of the opening/closing animation of the swingdoors can be used only at one door. But i need them at both of them.

Can anyone offer a solution? ^^

Greets and thanks!
Could you show the script? This should be relatively simple.
I dont get why not?
You have an interact callback on your button, it triggers a function, in that function you have 2 functions that play a sound at 2 different entities. should be simple.
The animation needs 3 sounds for the opening sequence and 3 for the closing one. That´s a lot of work and so i thought you guys could help me out with a quicker solution.

My code:

_________________________________________________________________________________________

void AirlockButton(const tString &in asEntity)
{
Sound_CreateAtEntity("ButtonPress", "Entities_Station/object/sat_shell/button", asEntity);
MovingButton_SetDisabled("deepsea_large_1",true);
MovingButton_SetDisabled("deepsea_large_2",true);

Map_AddTimer("AirlockDoorButtonTimer",12,"TimerEnableButton");


if (AirlockEnergy==true && InnerAirlockDoorsClosed==true)
{
SlideDoor_SetClosed("cool1", false);
Map_AddTimer("AirlockCool2Open",0.5,"TimerCool2Open");
InnerAirlockDoorsClosed=false;

}

if (AirlockEnergy==true && InnerAirlockDoorsClosed==false)
{
SlideDoor_SetClosed("cool1", true);
Map_AddTimer("AirlockCool2Closed",0.5,"TimerCool2Close");
InnerAirlockDoorsClosed=true;

}

}

void TimerCool2Close(const tString&in asEntity)
{
SlideDoor_SetClosed("cool2", true);
}

void TimerCool2Open(const tString&in asEntity)
{
SlideDoor_SetClosed("cool2", false);
}


void TimerEnableButton(const tString&in asEntity)
{
MovingButton_SetDisabled("deepsea_large_1",false);
MovingButton_SetDisabled("deepsea_large_2",false);

}

__________________________________________________________________________

How i said, the only thing that happens with the doors is that they get closed and opened.

Greets!
(10-12-2015, 09:06 PM)Kanthos Wrote: [ -> ]The animation needs 3 sounds for the opening sequence and 3 for the closing one. That´s a lot of work and so i thought you guys could help me out with a quicker solution.

My code:

_________________________________________________________________________________________

void AirlockButton(const tString &in asEntity)
{
Sound_CreateAtEntity("ButtonPress", "Entities_Station/object/sat_shell/button", asEntity);
MovingButton_SetDisabled("deepsea_large_1",true);
MovingButton_SetDisabled("deepsea_large_2",true);

Map_AddTimer("AirlockDoorButtonTimer",12,"TimerEnableButton");


if (AirlockEnergy==true && InnerAirlockDoorsClosed==true)
{
SlideDoor_SetClosed("cool1", false);
Map_AddTimer("AirlockCool2Open",0.5,"TimerCool2Open");
InnerAirlockDoorsClosed=false;

}

if (AirlockEnergy==true && InnerAirlockDoorsClosed==false)
{
SlideDoor_SetClosed("cool1", true);
Map_AddTimer("AirlockCool2Closed",0.5,"TimerCool2Close");
InnerAirlockDoorsClosed=true;

}

}

void TimerCool2Close(const tString&in asEntity)
{
SlideDoor_SetClosed("cool2", true);
}

void TimerCool2Open(const tString&in asEntity)
{
SlideDoor_SetClosed("cool2", false);
}


void TimerEnableButton(const tString&in asEntity)
{
MovingButton_SetDisabled("deepsea_large_1",false);
MovingButton_SetDisabled("deepsea_large_2",false);

}

__________________________________________________________________________

How i said, the only thing that happens with the doors is that they get closed and opened.

Greets!

Without looking too much at your script, I can see that there is only one line that plays a sound, and not much indication of that line being called more than once. only 1 sound should play only once. if you want more you add more sounds or call the same sound again.
Thats the sound of a button being pressed...

The animation (and the sound of the animation) is called automatically when the door opens/closes.
(10-12-2015, 10:03 PM)Kanthos Wrote: [ -> ]Thats the sound of a button being pressed...

The animation (and the sound of the animation) is called automatically when the door opens/closes.

In that case I will need you to point me specifically in the direction of that animated door and where it is located. a name wont be enough.
it would have been the swingdoor_tau_large, but i managed it differently.
I couldn´t solve the problem with the sound, but reorganized my doors so that the sounds are not needed at the same time.